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Damage multipliers this Pokemon takes from each attacking type (based on the current form).
Damage multipliers of this Pokemon's same-type (STAB) moves against each defending type.
High-firepower meta Pokémon that hit it super-effectively by type (estimated, not battle data)
Based on real ladder matchup statistics and expert community assessments (data snapshot 2026-08)
Mega Manectric occupies a marginal 0.01% usage share at rank 241 in singles play, with too few recorded games to draw stable conclusions. The Intimidate plus Volt Switch pivot core theoretically fits a mid-speed tempo role, yet that ground-type weakness prevents it from anchoring a squad. 100% Manectite locks the held item slot, eliminating the option of bolstering its frail bulk through items — a structural reason this forme lingers at the bottom of usage charts.
Playstyle:In singles the most common moves are Volt Switch (25%) and Overheat (19.1%), with Snarl (6.6%) adding special attack drops to round out the pivot-chipping template. Protect (14.9%) manages the rotation tempo, while Discharge (14.9%) and Thunderbolt (10.1%) cover dedicated electric damage. 69.1% run a Timid spread with 32 Speed IVs to contest Tailwind conditions, funneling all remaining investment into special attack so it avoids handing ground-type users an easy switch-in.
Doubles records a 0.09% share at rank 193, still within the fringe band. Intimidate applies team-wide physical pressure and Discharge hits adjacent foes, both naturally suited to the format, yet its ground-type weakness and 105 base Speed routinely leave it taking a priority Earthquake. With Manectite locked at 100%, the lack of a defensive item is the root cause keeping it out of the standard speed-control tier.
Playstyle:In doubles Protect (23.4%) and Volt Switch (23.4%) share the top slot and together account for nearly half of recorded picks, framing the rotation rhythm. Snarl (18.1%) and Thunderbolt (12.6%) split duties between team-wide special attack drops and stable single-target damage, with Thunder (11.2%) appearing as a one-shot gamble against bulky targets. 47.2% run Timid with 32 Speed IVs, while a 13.8% variant drops to 18 Speed IVs to cede Tailwind priority to a teammate.
Manectric posts a 0% usage rate this month on a thin sample of 57 battles, placing it well outside the competitive conversation. Its 105 speed and 105 special attack look appealing on paper, but 60/75 defenses leave it dangerously fragile against the Mega physical attackers that dominate the tier, and its Ground weakness keeps it from safely switching into Garchomp or other prevalent Ground-types that shape the metagame.
Manectric sits at a 0% usage rate in doubles despite a far larger 3710-battle sample, keeping it on the fringe rather than in the metagame core. Lightning Rod gives it a role: it absorbs allied Electric moves like Thunderbolt and Discharge while boosting its special attack, offering a rare Electric immunity that benefits partners such as Glimmora and Volcarona. Item choice is split across Choice Scarf (34.6%), Focus Sash (21.6%), Magnet (17.9%) and Life Orb (10.4%), letting it run fast revenge-killer, emergency lead and damage-boost sets respectively.
Playstyle:In doubles Manectric functions as a Lightning Rod pivot that soaks allied Electric damage, picks up a special attack boost, and then strikes back with Volt Switch or Thunderbolt. Volt Switch leads at 15.5%, followed by Protect (11.9%), Thunderbolt (11.1%), Snarl (10.8%), Flamethrower (8.9%) and Overheat (8.5%); the prominence of Protect and Volt Switch underlines its pivot-and-screen role. Choice Scarf leverages its 105 base speed to seize tempo, Focus Sash guarantees a move against heavy hitters like Beedrill-Mega, and Magnet (17.9%) plus Life Orb (10.4%) open dedicated Electric-boosted and sustained-damage builds respectively.